Here's my idea for improving the current espionage system: It seems to me a bit unrealistic that spies are automatically detected when placed on a planet. They must be pretty inept at remaining under cover! How about making it so that you have a certain chance each turn to detect the presence of an enemy spy? That chance could be based on many things--morale, government type, tech level, etc.--but a great idea would be to establish a new branch of the tech tree that deals with espion
Clocknova
Apologies if this has been mentioned already, but here's something I'd really appreciate that doesn't change the gameplay *whatsoever*, but adds some really nice flavor. Ship name lists. Let us make lists of names that our ships names will be randomly chosen from on creation. Ship names add recognition (hey -- that's The Vesuvius - my prototype missle cruiser!), but are a chore to add at this point. A simple fix -- let u
Two very important suggestions: First, change the population/garrison system so that population is calculated separately from soldiers. It doesn't make any sense that my troop transports can hold about 4 BILLION people per module. This just isn't physically possible, and it doesn't make sense for me to have to so deplete the population of my planets to stage an invasion. Second, make starbases autoupgradable. That would eliminate the single most tedious aspect of the game ri
"in the transports your not just taking soldiers your also taking families, wives, girlfriends becouse when you win a surface battle the troops dismantle the troop ship" But that still begs the question: how am I able to fit 4,000,000,000 people in a transport module, along with all of their belongings? And why would I carry all of their families into war? That's a nice bit of retrospective justification, but it makes no sense. It makes far more sense to separate population from mili
I also have to weigh in on the population/soldiers issue. It makes absolutely no sense that I can fit 4 BILLION people on one of my super transports, and yet that's how many people are removed from a planet when I fill a transport. The civilian population should either be tracked separately from the military garrison, or each transport module should hold one THOUSAND people. Obviously, this would have little to no impact on the overall population levels of planets, but it makes far more sense
For the love of god, please allow starbases to self-upgrade. Upgrading them should be a simple matter of queuing up modules, much like queuing up planetary improvements. You could, perhaps, leave in the ability to use a constructor to perform an instant upgrade, rather than waiting on the starbase to complete its own upgrade. For key installations, this would be a convenient and vital thing. For the vast, VAST majority of starbases, however, setting an upgrade queue and leaving them to their